T.W. “Holy Vengeance” Vampire Hunting Troll Power Armor:

Before the coming of the Rifts, the Troll power armor produced by NORINCO
in China was one of the most capable power armors. Vast numbers were exported
to Third World Countries. It was quite a bit larger than the American SAMAS
power armor but carried quite a bit more firepower and armor. Like with
the SAMAS, vast numbers were destroyed with the coming of the Rifts. Still,
a surprising number have survived. In Central America, the often get pitted
against vampires in the tide of trying to hold the fell creatures back.

Recently, a number of new trolls power armor have been built. While
not as capable as the original Troll, Chipwell Industries has began producing
a new model as well. It is slower, less heavily armored, and lighter armed
than the original model but is still a power armor to be reckoned with.
Sales of the new Troll have been considerable. Even though not as powerful
as the original Chinese version, many of these have found their way into
the front lines against vampires as well. While there is also a Northern
Gun version of the Troll, none are known to be operated against vampires.

As might be expected, a great many of the Trolls, both original Chinese
models and new Chipwell versions, have been specially modified to be more
effective at fighting vampires. One of the most effective versions is commonly
known as “Holy Vengeance” and is a specially modified version using techno-wizardry.
There are seveal other techno-wizard designs which have been developed
to fight vampires. These include the Van Helsing Vampire Fighting Vehicle,
the “Vampire Shredder” specially armed helicopter, and the techno-wizard
variant of the CAI-50 Challenger combat armor. The last design is developed
from a Chipwell design but is still highly effective. There are versions
of the “Holy Vengeance” Troll which use the original Chinese version and
others which use the Chipwell suit as a basis. Of course, crews prefer
the more powerful Chinese version of the Troll.

When converted to the vampire hunting “Holy Vengeance” version, the
Troll is virtually stripped to its frame and completely rebuilt. Many Pre-Rifts
"Trolls" are already in poor shape and need to be completely rebuilt anyway.
Still, when the models are rebuilt, both the Chinese and Chipwell models
are almost identical except in terms of armor and top speed. All weapon
systems are replaced by weapons which are far more effective against vampires
and a number of additional defenses are added in to protect the pilot from
vampires. The design is highly distinctive with a silver mask replacing
the windows in the front of the power armor. It looks like the face you
might see on an ancient statue. Many consider the face to be that of God
putting down his holy vengeance on vampires. It actually has been known
to cause fear in vampires facing the armor. As well, the Troll is covered
in crosses to make it even more fearsome.

In order to make the power armor more survivable in combat against vampires,
there is a special “Invincible Armor” force field. This along with other
enchantments on the armor can pull their magic power from a magic energy
talisman built specially into the armor as part of the crown on the silver
face. Other enchantments include invisibility superior and a special "see
the invisible" optics. For protection against vampire's gaze taking control
of the pilot, the pilot uses a camera system instead of looking directly
out into the world. On the front of the power armor is a powerful light
with a cross for use against vampires. Of course, the Chinese version of
the Troll has full sensor and life support systems of a power armor although
the Chipwell design is limited in its standard features and sensor systems.

As previously stated, all weapon systems are replaced in the power armor.
On the right forearm is a special rapid fire techno-wizard pneumatic-style
bolt launcher. While not all that effective against normal targets, it
is highly effective against vampires. The launcher is designed to be able
to fire three shot bursts of spikes to be even more effective than might
be expected. On the left forearm, the heavy power armor carried a Wellington
Industries automatic grenade launcher which has two magazines which can
be changed with the flip of a switch. Most pilots will have one magazine
with anti-vampire with the second magazine with conventional rounds for
standard targets. Under the automatic grenade launcher, the power armor
has a techno-wizard water cannon. Above each wing are five mini-missiles
tubes for a total of ten mini-missiles carried. The type of missile carried
is up to the operator. Some prefer purely standard missiles while others
prefer a mixture of conventional and anti vampire missiles. A few operators
even carry pure anti-vampire missiles. Mounted on the wings is also a number
of special launchers for techno-wizard flares. The armor normally carries
a number of both globe of daylight flares and techno-wizard storm flares.
The armor has a final weapon. The tip of each wing is covered with a silver
blade which has been permanently enchanted by the spell "Enchant Weapon:
Lesser." Some pilots specialize in sideswiping vampires with the blade
although many consider those pilots to be slightly suicidal.

Notes:[1] These locations are small and difficult targets to strike, requiring
the attacker to make a “called shot,” but even then the attacker is -4
to strike.
[2] Destroying one wing will make flight impossible. However, even
with no wing(s) the War Troll Power Armor can make jet powered leaps and
hover stationary above the ground.
[3] Depleting the M.D.C. of the main body will shut the unit down completely,
rendering it useless.
[4] “Invincible Armor” force field requires 30 P.P.E. to activate (comes
from either the wearer or the P.P.E. Storage Battery) and has a duration
of twenty-four minutes (96 melee) per activation. Regenerates 1D6 M.D.C.
per melee. See spell for further details.

Speed:Running: 40 mph (64.4 kph) maximum. Note that the act of running
does NOT tire out its operator. Cruising speed is a more cautious 30 mph(48.3
kph).
Leaping:Chinese Version: The heavy power armor cannot
leap without thruster assistance. With jet assistance, the Troll can leap
up to 40 feet (12.2 meters) high and can 80 feet (24.4 meters) across without
actually attaining flight. Chipwell Version: The heavy power armor
cannot leap without thruster assistance. With jet assistance, the War Troll
can leap up to 30 feet (9.1 meters) high and can 60 feet (18.3 meters)
across without actually attaining flight.
Flying:Chinese Version: The wings and thrusters enable
the Troll heavy power armor to hover stationary in mid-air or fly. Maximum
flying speed is 161.6 mph (260 kph), but cruising speed is considered to
be 99.4 mph (160 kph). Maximum altitude is limited to about 820.2 feet
(250 meters). Chipwell Version: The wings and thrusters enable the
War Troll heavy power armor to hover stationary in mid-air or fly. Maximum
flying speed is 124.3 mph (200 kph), but cruising speed is considered to
be 74.6 mph (120 kph). Maximum altitude is limited to about 656.2 feet
(200 meters).
Maximum Effective Range:Chinese Version: Conditionally unlimited. The
fusion reactor gives power for years of service, but the jet thrusters
get hot and need to cool for an hour after a maximum of two hours of flight
when traveling at speeds above cruising, and five hours at or below cruising
speed. Chipwell Version: Conditionally unlimited. The fusion reactor
gives power for years of service, but the jet thrusters get hot and need
to cool for an hour after a maximum of four hours of flight when traveling
at speeds above cruising, and eight hours at or below cruising speed.
Underwater Capabilities:Chinese Version: Although not
designed for underwater use, it can walk along the bottom of the sea at
about 25% of its normal running speed. Using the jet thrusters, the Troll
can travel on the surface of water at 35 mph (56 kph/30 knots), underwater
at 25 mph (40 kph/22 knots) or fly above the water surface at normal speeds.
Chipwell Version: Due to the fact that the cockpit is not fully
environmentally sealed, the Chipwell armor cannot operate underwater. Water
would leak into the cockpit and destroy the electronics.
Maximum Ocean Depth:Chinese Version: 1,312 feet (400
meters). Chipwell Version: Cannot operate underwater

T.W. Forearm Mounted Pneumatic-style Bolt Launcher: This
pneumatic-style launcher is similar in appearance to a wide barreled Gatling
cannon although it is really a launcher of bolt type projectile. The weapon
can fire single shot or three or six shot burst. The launcher propel either
normal wood-tipped bolts or special "seeking" bolts that search out the
heart of the targeted vampire. To activate the seeking function requires
an extra 2 P.P.E. It is mounted on the power armors right forearm.
Maximum Effective Range: 300 feet (91.5 meters)
Damage: Single Bolt: 3D6 S.D.C. to non-vampires and 6D6
hit point damage to vampires plus it immobilizes them on a direct strike
to the heart. Three Bolt Bursts: Inflicts 6D6 S.D.C. to non-vampires
and 1D6x10+6 hit point damage to vampires plus it immobilizes them on a
direct strike to the heart. Six Shot Bursts: 1D6x10+6 S.D.C. to
non-vampires and 2D6x10+12 hit point damage to vampires plus it immobilizes
them on a direct strike to the heart.
Rate of Fire:Equal to combined hand to hand attacks of pilot
(Three Bolt and Six Bolt Bursts cost one attack)
Payload: 30 bolts per 15 P.P.E., plus 2 P.P.E. for the seeking
function per bolt

Automatic Grenade Launcher: Weapon is WI-GL21 Automatic Grenade
Launcher mounted on the left forearm of the power armor. The Grenade launcher
has a special feed system to enable the gunner to switch between conventional
rounds or special anti-vampire rounds with the flick of a switch. Most
common conventional rounds are armor piercing. Anti-Vampire rounds are
special shotgun style flechette rounds made from wood which the spell of
“Ironwood” has been cast on the rounds.
Maximum Effective Range:Conventional Rounds: 3,000 feet
(914 meters) Anti-Vampire Rounds: 600 feet (182 meters)
Mega-Damage:Conventional Rounds: 4D6 for Fragmentation
with a blast area of 12 feet (3.7 meters) and 1D4x10 for Armor Piercing
with a blast area of 3 feet (0.9 meters), burst of 10 rounds does 2D6x10
for Fragmentation with a blast area of 40 feet (12.2 meters) and 3D6x10
for Armor Piercing with a blast area of 8 feet (2.4 meters). Anti-Vampire
Rounds: 8D6 S.D.C. to normal targets and 2D4x10+10 direct to hit points
to vampires. Round does double damage to targets at close range (less than
25% of effective range), normal damage at medium ranges (25% to 50% of
effective range), half damage at long range (50% to 75% of effective range,
and quarter damage at extreme range (Greater than 75% of effective range).
Burst of 10 rounds increase damage by 5 time to a single target or can
inflict normal damage to 1D4 targets and have a 20% of hitting an innocent
bystander if in the spray of the weapon. At long range (20 ft / 6 m or
greater), a flechette will penetrate the heart on a 18 through 20 on a
normal shot and on a 15 through 20 for a called shot. On close range attacks
(20 ft / 6 m or closer), chances of hitting the heart are even better.
Without a called shot, a flechette will penetrate on a 16 through 20. On
a called shot, a flechette will penetrate on an 8 through 20. Burst shots
cannot be used as called shots against vampires but the game can allow
five rolls to see if a flechette lodges in the heart.
Rate of Fire: Equal to combined hand to hand attacks of pilot.
Payload: 500 rounds total, usually divided up with 250 Conventional
Rounds and 250 Anti-Vampire Rounds.

T.W. Converted Water Cannon: Mounted on the left forearm
under the grenade launcher, it is simply a conventional water cannon converted
to Techno-Wizardry to eliminate the need for an external tank. While most
useful for battling vampires, it is also useful for firefighting roles.
Weight: 11 lbs (5.0 kg), no need for an external tank.
Maximum Effective Range: 300 feet (91.5 meters)
Damage: Special: 3D6X10 H.P. to Vampires and other creatures
vulnerable to water. It can also be used to knock people off their feet
(33% chance).Rate of Fire:Equal to combined hand to hand attacks of pilot.
Payload: 20 blasts for 10 P.P.E.

Shoulder Mini-Missile Launchers (10): The power armor has
ten tubes to fire mini-missiles on the shoulder. Weapon is extremely powerful
and all mini-missiles can be fired on one target in a single volley. These
launchers are designed for both engaging vampires at long range and give
the power armor the ability to fight other power armors. Normally the Troll
will carry a mixture of ammunition types.
Maximum Effective Range: Varies with mini-missile type; for
Conventional Mini-Missiles normally armor piercing or fragmentation
are carried (See revised
bomb and missile tables for details on conventional missiles.)
See New Armor and Weapons for Rifts - Anti-Vampire for Anti-Vampire Mini-Missiles.Mega-Damage: Varies with mini-missile type; for Conventional
Mini-Missiles normally armor piercing or fragmentation are carried
(See revised
bomb and missile tables for details on conventional missiles.) See New Armor and Weapons for Rifts - Anti-Vampire for Anti-Vampire Mini-Missiles.Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), five (5),
or ten (10 - all) missiles.
Payload: Ten mini-missiles total (Five each wing).

TW Flare Launchers (2): These launchers are mounted on each
wing of the power armor and are designed to fire flares straight up in
the air. Usually the power armor will carry eight of each type flare.
Maximum Effective Range: Launches flares straight up in the
air. Altitude that flares explode and radius affected are based on the
type of flare. TW Storm Flares explode at 2000 feet (610 meters)
and covers a radius of 100 feet (30.5 meters) around the location flare
is launched. TW Globe of Daylight Flares explode at 200 feet (61
meters) and then drop to 20 feet (6 meters) and hover with an effective
radius of 120 feet (36 meters) for the globe.
Mega Damage: None. TW Storm Flares create a rainstorm
which inflicts 4D6x10 hit points to vampires for every half melee the vampires
are caught within the rain storm. Effects last 1D6 minutes. TW Globe
of Daylight Flares force vampires to the edge of the globe. Duration
is 3D4 minutes.
Rate of Fire: Equal to combined hand to hand attacks of pilot
(One at a time only.)
Payload: 16 flares total (Eight Each Wing)

Holy Symbol Spotlight (1): The front of the power armor is
a holy system spotlight mounted on a turret under the cockpit of the Troll.
They can have a variety of holy symbols attached to them including a cross
style lense cover.
Maximum Effective Range: 200 feet (61 meters)
Mega Damage: None but light inflicts 4D6 hit points to vampires
for every melee the vampires are caught within the light of the holy symbol
Rate of Fire: Use Pilots's hand to hand attacks to determine
how many targets can be targeted with the spotlight per melee.
Payload: Effectively unlimited.

Wing Blades: Each wing of the power armor is tipped with
a silver blade which has been permanently enchanted by the spell "Enchant
Weapon: Lesser."Some pilots (which many others consider insane) like to
try and make blade strikes against vampires. Because of the enchantments,
the blades are extremely tough and only direct attacks against them will
inflict any damage.
Maximum Effective Range: Melee Weapon / Hand to Hand
Mega Damage: 8D6 and inflicts 8D6 hit points to vampires.
Number of Attacks: Equal to combined hand to hand attacks of
pilot.
Payload: Not applicable.

Energy Rifles or Light Rail Gun and other hand-held weapons
can be substituted in an emergency or used as a back-up weapon. Space limitations
and the bulk of the armor limit additional weapons to one and weapons cannot
draw from power armors power supply. Due to low manual dexterity, power
armor has a -1 to strike with hand held weapons (does not apply to hard
mounted weapons)

Hand to Hand Combat: Rather than use a weapon, The pilot
can engage in mega-damage hand to hand combat. See Basic and Elite Power
Armor Combat Training in the Robot Combat section of Rifts, page 45. All
abilities are the same except has a penalty of -2 to dodge penalty and
-1 to initiative.

Techno-Wizard Modifications: The "Holy Vengence" Troll has
the following techno-wizard modifications built into the power armor. These
require P.P.E. or I.S.P. from the pilot or the techno-wizard battery
Special Features:

“See The Invisible” Optics: Always active. Same as spell and
used at will. 200 feet (61 meters) range. Can see forces, objects, and
creatures which can turn invisible, or are invisible. Can also see vaporous
beings and astral bodies.
P.P.E. Battery: 100 P.P.E., The battery regenerates at the rate
of 2 P.P.E. per hour normally, 10 P.P.E. per hour at a ley line, and 20
P.P.E. per hour at a nexus point.

Limited Sensor / Special Equipment for Chipwell Design:

The Chipwell power armor does not have all the standard equipment of
most power armors.

Short Range Radar: Power Armor is equipped with a short range radar. Radar
system has a range of 10 miles (16 km) and can identify and track up to
24 targets.

Combat / Targeting Computer: System calculates, stores, and transmits
data onto the display of the power armor. Computer assists in the tracking
of targets. The system also has a data base of targets and has the ability
to identify most common targets.

Laser Targeting System: The system is designed to assist in the selection
and focusing on a specific target. System gives a bonus of +1 to strike
using long range weapons but must have line of sight. As well, most mini-missiles
are designed to follow the laser beam to the target.

Infra-Red / Laser Detector: The system is designed to detect any
infrared or laser beams which paint or target the power armor. Power armor
has special sensors built into the exterior every few inches. Sensors gives
strength of the signal and the person can often determine if they have
been detected from signal strength.

Radar Detector: System is designed to passively detect other radars being
operated. System give information such as relative strength and number
of signals. Sensors gives strength of the signal and the person can often
determine if they have been detected from signal strength.

Short Range Radio: Directional, Short Range radio is built into the power
armor. Radio range is 20 miles (32 km). Also fitted with a radio scrambler
to prevent others from easily listening in on communications.

High Temperature Insulation: Power armors are more from high temperature
materials that is designed to resist temperatures up to 400 degrees centigrade.
Normal fires inflict no damage but extremely high temperature fire such
as plasma and magic fire inflicts full damage.